Vehicle ragdoll collision

Hi guys,

My vehicle is currently set to block players. When I drive into one at high speed, I apply damage and they turn into a ragdoll (with the physics properties too). The only problem with this, is that the vehicle seems to take the full impact with the player before ragdolling is applied. So the vehicle instantly stops instead of continuing through. Does anyone have an idea of how to get around this?

Thanks

Hey Aussiemandias-

I see you’ve posted this question in the C++ section. May I then assume you are working with code or are you trying to set this up via blueprints?

Yeah this was via C++.

I actually solved this to anyone who has the problem:

  • Create a Box component on the front of the car and set it to only overlap pawns.
  • If you overlap a pawn at high speed, turn it into a ragdoll.

That way the car physics will follow up and hit it a split second later, creating the desired effect!

Hey Aussiemandias,

Thanks for your solution! It really helped a lot… I was just wondering if you’ve encountered another problem though. I’m doing the exact same thing as you (vehicle hitting pawn and it activates the rag doll mode) but every time I simulate the physics on the other pawn to activate the rag dolling the mesh keeps detaching from the capsule. Have you ever had this happen to you, and if it did how did you solve the problem?

Hey man I’m not sure what you mean. The default phtsics asset for the mannequin model is pretty shoddy, are the arms and hands spazzing out?

Thankfully this is one area that Ue4 excels in, you need to open up your physics asset and make sure that none of the capsules are intersecting each other. You’ll also want to put constraints on things (like the head, arms etc.). It’s very easy to edit, you can just hit simulate to see if he falls naturally.